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Any news on the progress and potential release version of Virtual texturing? Also which release will see Niagara out of beta stage, hopefully a utility tool will be provided to convert Cascade particles to Niagara.

i'll ditto this... i really must get wolf gurl to do the particle thingy and turn into a wolf (smile)

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Hey there,
not sure if I'm at the right adress here, but I have submitted a bug and written a thread about the landscape not contributing to the global distance field - and therefore not being usable for the distanceToNearestSurface node in the material editor. Didn't find any response of the unreal dev team towards that bug, that it is known or will be fixed or something else, so I thought I write in here to see if you guys know about it.

As it seams that there will be no new hot fix, when does the issue get adressed? Probably when releasing 4.22, which I assume can take one or two months more.

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...Didn't find any response of the unreal dev team towards that bug, that it is known or will be fixed or something else, so I thought I write in here to see if you guys know about it.

If you've submitted a bug report from the form, then the support team will review and provide a response. If they are able to reproduce the issue, they will create a Jira ticket and provide you a link to track the status of it.

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Having trouble running a steam dedicated server with 4.20+. Steamworks says (pertaining to development builds) to create a steam_appid.txt in the exe location with your appid. Doing this with 4.19.2 worked fine...Steam API initialized fine for a dedicated server without the need of the steam client running in the background. But for 4.20+ Steam API failes to initialize. I'm currently trying to debug the engine code (Online Subsystem, et al.) to find out what changed caused the halt.

Anyone else having this trouble?

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Is there any chance Epic will do an improved Roadmap the current one on Trello is abandoned almost?
It doesnt even have to be full feature plans just major versions aproximate dates and biggest feature.

I concur. For some masochistic reason, I keep checking the Trello roadmap about twice a week, even though it hasn't been updated in months now (latest update dates: November 18 and October 22). Either start updating it properly or close the whole thing down. Because right now, the engine versions are being updated more often than that roadmap is.

Just to make a point about how bad the things are, this post was made exactly a month ago. Since then, UE had an hotfix update and new version preview, and the Trello roadmap still hasn't received a single edit since November 18—full three months ago. Fix it or get rid of it. For anyone who doesn't follow UE's development closely, it looks like abandonware; and for anyone who does, it offers no useful information whatsoever.

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Maybe when you guys make the announcement about 'hotfixes' you could TELL PEOPLE WHAT TO DO WITH THE INFORMATION? It means nothing to me, just random info without the MEANS TO MAKE USE OF IT,.

Why does EVERYTHING in UNREAL have to be SO NON-INTUITIVE and UNEXPLAINED that EVERY LITTLE THING REQUIRES ASKING ABOUT, THEN a 3-day answer turnaround,. (and that's when the question isn't ignored for 5 years,..)

--- There was a VIDEO GAME INDUSTRY CRASH in 1987. TOO MANY **** GAMES, PEOPLE LOST FAITH, THEN INTEREST. THAT CAN HAPPEN AGAIN, We have seen the same 3 darn games and over and over for 30 years,... I haven't gotten excited about a game since frigging,.. 'The Journeyman Project' LOL LOL HaHa! WHY OH WHY CAN'T EPIC GET ON THE BALL< Bug fixes are GREAT!

But after all this time, the guy who posts them DOESN'T THINK TO SAY HOW TO USE OR INSTALL THE THING!, OR WHERE TO GO TO FIND OUT, ( AND I DON'T MEAN THESE RIDICULOUS FORUMS )

I WOULD PAY FOR THE ABILITY TO ASK A QUESTION WHEN I HAVE ONE AND NOT WAIT 3-DAYS FOR A NON-ANSWER. But that just doesn't seem to be a possibility. CERTAINLY they have NO ONE at he Answer or Forum that works at Epic, there are endless simple questions unanswered for 1, 3 even 5 years,.

and for each unanswered question the possibility of SOMETHING NEW was DESTROYED...

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Epics Unreal engine 4... best 'game' i've ever played... looking forward to 4.22 with two new 'free' levels, control rigs linked to sequencer (i was just thinking of making something like that) and niagara... i've run out of challenges in life, i can only challenge myself now (life was wayyy too easy)... thanks Epic for all the good times... steve

happy international womens day to all of you... i can't keep quiet (no no no) (smile)...

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Having trouble running a steam dedicated server with 4.20+. Steamworks says (pertaining to development builds) to create a steam_appid.txt in the exe location with your appid. Doing this with 4.19.2 worked fine...Steam API initialized fine for a dedicated server without the need of the steam client running in the background. But for 4.20+ Steam API failes to initialize. I'm currently trying to debug the engine code (Online Subsystem, et al.) to find out what changed caused the halt.

Anyone else having this trouble?

Found the problem...the SteamServerInit was failing, I needed to copy the steam dlls into the exe location to fix...perhaps there is a more proper way to fix that I'll research later. Didn't have to do this for 4.19.2.

Nice to see the authentication stuff working from the log. I'm curious as to how that works. Is it that the client generates the auth ticket from the user who has access to the game on steam, then the server will generate an auth ticket for the user wanting the join and checks it's ticket with the one sent from the client and if they match then the client can join? Is it something like that? I'm curious to test it using a user with the game package running with the steam client in the background who does not have permission for the game (i.e. has not bought it) to see if the ticket will get rejected from the server in that case.